Join devRant
Do all the things like
++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatar
Sign Up
Pipeless API
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple API
Learn More
Search - "but they're so powerful"
-
Me, starting my internship in ML.. coworkers come to me asking what computer I need:
Me: Well, something more powerful than this i3, and most importantly some kind of GPU for training.
Them: Ok, what kind of GPU?
Me: Well, a 1080 or 2080 should be more than enough and good performance for the price.
Them: Oh.. We were more thinking about a Tesla V100 or something like that!
Me: (internally) WTF this costs more than what you'll pay me for the internship, this is so cool. (to them) Oh, yes, why not, great perfomance, blah blah blah.
I would prefer them to pay me more, but at least they're not going to hold me down with bad components! Nothing to rant about for now.. Hope it'll stay the same ^^5 -
Google cripples ad and tracking blockers: In January, Chromium will switch to Manifest V3 which removes an essential API in favour of an inferior one. As usually, Google is being deceitful and touts security concerns as pretext.
That hits all Chromium based browser, such as my beloved Vivaldi. The team argues with their own browser internal blocker, but that's far worse than uBlock Origin. One of Vivaldi's core promises was privacy, and that will go out of the window. The team simply doesn't react to people pointing that out. They're fucked, and they know it.
So what now? Well, going back to Firefox because that will include the crippled new API for extension compatibility, but also keep the powerful old one specifically so that ad and tracking blockers will keep working. Google has just handed Mozilla a major unique selling point, and miraculously, Mozilla didn't fuck it up.26 -
Holy crap. I am so torn between getting a razer blade 15 and an XPS 15.
I am going for the small-but-powerful build because I keep finding myself coding on the go (with GoLang, snicker).
I was pretty happy with my Dell Inspiron 14 even though I had issues with Linux in the beginning. But my main gripe right now is how heavy it is to lug around together with it's charger--which I can't leave without anymore.
I'm looking at both laptops' 1800 USD configuration which pretty much have similar specs. And I also did some research about how each plays with Linux and they pretty much have the same (fixable) problems.
What I wanna know from the fine folks here is what their experience have been like. Cause I know I can make it work with Linux but if the total experience is just meh then I don't think they're worth the hefty price tags.7 -
I really hate PHP frameworks.
I also often write my own frameworks but propriety. I have two decades experience doing without frameworks, writing frameworks and using frameworks.
Virtually every PHP framework I've ever used has causes more headaches than if I had simply written the code.
Let me give you an example. I want a tinyint in my database.
> Unknown column type "tinyint" requested.
Oh, doctrine doesn't support it and wont fix. Doctrine is a library that takes a perfectly good feature rich powerful enough database system and nerfs it to the capabilities of mysql 1.0.0 for portability and because the devs don't actually have the time to create a full ORM library. Sadly it's also the defacto for certain filthy disgusting frameworks whose name I shan't speak.
So I add my own type class. Annoying but what can you do.
I have to try to use it and to do so I have to register it in two places like this (pseudo)...
Types::add(Tinyint::class);
Doctrine::add(Tinyint::class);
Seems simply enough so I run it and see...
> Type tinyint already exists.
So I assume it's doing some magic loading it based on the directory and commend out the Type::add line to see.
> Type to be overwritten tinyint does not exist.
Are you fucking kidding me?
At this point I figure out it must be running twice. It's booting twice. Do I get a stack trace by default from a CLI command? Of course not because who would ever need that?
I take a quick look at parent::boot(). HttpKernel is the standard for Cli Commands?
I notice it has state, uses a protected booted property but I'm curious why it tries to boot so many times. I assume it's user error.
After some fiddling around I get a stack trace but only one boot. How is it possible?
It's not user error, the program flow of the framework is just sub par and it just calls boot all over the place.
I use the state variable and I have to do it in a weird way...
> $booted = $this->booted;parent::boot();if (!$booted) {doStuffOnceThatDependsOnParentBootage();}
A bit awkward but not life and death. I could probably just return but believe or not the parent is doing some crap if already booted. A common ugly practice but one that works is to usually call doSomething and have something only work around the state.
The thing is, doctrine does use TINYINT for bool and it gets all super confused now running commands like updates. It keeps trying to push changes when nothing changed. I'm building my own schema differential system for another project and it doesn't have these problems out of the box. It's not clever enough to handle ambiguous reverse mappings when single types are defined and it should be possible to match the right one or heck both are fine in this case. I'd expect ambiguity to be a problem with reverse engineer, not compare schema to an exact schema.
This is numpty country. Changing TINYINT UNSIGNED to TINYINT UNSIGNED. IT can't even compare two before and after strings.
There's a few other boots I could use but who cares. The internet seems to want to use that boot function. There's also init stages missing. Believe it or not there's a shutdown and reboot for the kernel. It might not be obvious but the Type::add line wants to go not in the boot method but in the top level scope along with the class definition. The top level scope is run only once.
I think people using OOP frameworks forget that there's a scope outside of the object in PHP. It's not ideal but does the trick given the functionality is confined to static only. The register command appears to have it's own check and noop or simply overwrite if the command is issued twice making things more confusing as it was working with register type before to merely alias a type to an existing type so that it could detect it from SQL when reverse engineering.
I start to wonder if I should just use columnDefinition.
It's this. Constantly on a daily basis using these pretentious stuck up frameworks and libraries.
It's not just the palava which in this case is relatively mild compared to some of the headaches that arise. It's that if you use a framework you expect basic things out of the box like oh I don't know support for the byte/char/tinyint/int8 type and a differential command that's able to compare two strings to see if they're different.
Some people might say you're using it wrong. There is such a thing as a learning curve and this one goes down, learning all the things it can't do. It's cripplesauce.12 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
This *is* a question you silly wrong tagging mother fucker, how dare you doubt me?
Alright, no more disclaimer: I like dungeons and dragons, but it's too fucking much in terms of rules and systems and shit, as in just *making* a character can take a long ass while.
And if that's the highest level of all your ANAL preferences then OK, but I'm not you and things only come OUT of my ass, not inwards, I swear.
Anyhoo, I got fed up with it and wrote my own ruleset and setting as a last fuck you to everyone. It's very simple: if you want to be some kinky magical alien hermaphrodite royal prostitute half sewer dragon princess and three quarters bearded female incest child of demons and fairies then FINE, but you get no bonuses for that shit.
Get it? No complex racial level scaling bullshit, FUCK YOU, race and background is just for vibes, end of story.
You get no attribute or skills or shit to distribute on level one. All you get is a prompt: pick three actions, that's it. You wanna be sexy? Pick "seduce". You wanna set turds on fire? Pick "ignite". Are you an edge lord? Pick "summon". Would you be my wife? Pick "heal", "buff" and "smite".
The game is turn based, and each action you can take is effectively a spell. Everyone can cast a basic spell like walk, attack, talk, crouch, etcetera -- that costs no mana. Special crap like flying and firing fucking electricity costs mana, and you can only do those if you either picked the spell on level one or learnt it later from a book/tutor/demonic bargain/whatever.
Which spells are valid for taking at level one is up to the game master; I just tell people to pick three verbs or short sentences, and if they choose something that's too broken like "split the Red Sea" I'm like nah you're not Moses, try again.
Still with me? Good. You get eight points of health, four points of mana, and one point of stamina. They're all energy, and you can use it to power your magery, but spending all your health means you fucking die.
Stamina recharges fully every turn, and is used for the aforementioned basic actions. All of these cost one point of stamina each. If you run out of stamina, you can use mana. Or your BLOOD.
Level one spells cost one mana, level two cost two and so on. You get back one point of mana each turn, and you can fire all the spells you want during it, long as you have mana. Or BLOOD.
That's good and all, but if you spend anywhere over eleven combined points of energy in one go, you spontaneously combust and die, erasing all signs of life in a twenty-meter radius. This is called incineration, and it *will* leave behind a blackened crater from which the dark servants of the Horror Immemorial may or may not crawl out of.
In case you didn't guess by now, your blood doesn't fucking come back unless you eat, sleep or see a healer.
But anyway, the more points you spend into casting a spell -- and remember, basic attack counts as a spell -- the more powerful it is, so the bigger your diceroll can get. My rule is I add one dice for every fourth point of energy spent, so (1d4), (1d4 + 1d6), (1d4 + 1d6 + 1d8), incineration.
Additionally, for every three points of energy spent, your spell can hit one more target. That's right, you like AoE? Then spend more mana, bitch. Oh, and if you're using shit like poison it lasts one more turn for every two points of energy spent.
How do we calculate damage? Diceroll over two and fuck your mother. Armor class? Resistances? Out of my face with that shit. Damage reduction is called "tyranny" and is for dungeon bosses only.
If you live long enough to get to level two, you *do* get attributes. Pick:
- Grit: +2 health, +1 to fighter shit type rolls.
- Cunning: +2 mana, +1 to rogue shit type rolls.
- Allure: +1 stamina, +2 to wizard shit type rolls.
- Spirit: +1 to elemental shit type spells.
- Faith: +1 to benefactor paragon asshole shit type spells.
- Hatred: +1 to demonic murder hobo destructive shit type spells.
On second level, you can pick one of the spells you know to get +1 to it, specifically. Eh, "+1" just means you get a bonus to some diceroll, no time to explain I'm running out of characters what the fuck.
On level three, the cycle repeats. Pick attr, pick spell. DONE.
Oh right, and weapons. Mostly just vibes, pick your fancy and fuck off. Normally, you can hit things one tile away; if you have a BIG melee weapon you can hit from *two* tiles away, and if you have a ranged weapon you can shoot anyone in sight, but you need to spend one point of energy to reload.
And there, all bases covered in less that 5000 characters with some flair to spare, now suck my fucking cock Hasbro.
What was the question? Oh yeah right, I'm gonna GPL this shit and put it in browsers. I think I'm going to write it in Kotlin but I'm open to suggestions. Would you guys like to play it/contribute to it's development for shits and giggles?8 -
So.
Trash
Surrounded by it
Am not it
And it accumulates
Why is telling the truth ignored ?
Why should my life be reduced to mindless repetition while they add further temptation to simply throw said trash in the dumpster ?
Nothing seems to be enough for them
One slight after another
Wtf is wrong with them ?
Blank souless husks
That's what they are and what being around them leads to people being
But hey they're "powerful' when shredding themselves in the garbage disposal and limiting the time experiences remembered or proven to have existed
Or against things exactly 3 feet in heigt
Killing them would be a mercy
Their hollow brainless minds will learn eventually2